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11 Votes

Gondar: The Bounty Hunter

December 29, 2011 by Pikines
Comments: 10    |    Views: 15854    |   


Silent Killer

DotA2 Hero: Bounty Hunter




Hero Skills

Big Game Hunter (Innate)

Shuriken Toss

2 3 5 7

Jinada

4 8 9 12

Shadow Walk

1 10 13 14

Track

6 11 16

Talents

15 17 18


Gondar: The Bounty Hunter

Pikines
December 29, 2011


Gondar, The Bounty Hunter

Gondar is a Draenei that is often called upon for his superior skills. Not much is known about his past, but his capabilities are extraordinary. Some believe he learned from a ninja clan while others say he was born with his amazing abilities. He is able to throw shurikens with extreme accuracy and has the strength to strike down any foe with his two swift blades. His agility is matched by none, and his stealth is inferior only to few. He is interested in the conflict for money alone, and is promised a large reward.

Skills

Shuriken Toss
The Bounty Hunter throws a shuriken at a target unit, dealing damage.
Level 1 - Deals 100 damage.
Level 2 - Deals 200 damage.
Level 3 - Deals 250 damage.
Level 4 - Deals 325 damage.
Damage type: magical
Posseses a mini-stun, allowing it to effectively interrupt the target.
Casting range: 650
Mana Cost: 90/115/135/155
Cooldown: 10

Jinada
Passively adds a critical strike and maim to Bounty Hunter's next attack, has a cooldown. Reduced movement and attack speed on target last for 3 seconds.
Level 1 - 1.5x critical multiplier, 25% movement and attack speed slow.
Level 2 - 1.75x critical multiplier, 25% movement and attack speed slow.
Level 3 - 2x critical multiplier, 25% movement and attack speed slow.
Level 4 - 2.25x critical multiplier, 25% movement and attack speed slow.
Mana Cost: N/A

Wind Walk
Turns invisible for a period of time. Deals bonus backstab damage. Transition time decreases per level.
Level 1 - 30 backstab damage, lasts 15 seconds.
Level 2 - 60 backstab damage, lasts 20 seconds.
Level 3 - 90 backstab damage, lasts 25 seconds.
Level 4 - 120 backstab damage, lasts 30 seconds.
Damage type: physical
Will not break most channeling of spells upon activation.
Invisibility is broken when the damage is dealt, not at the beginning of the attack.
Mana Cost: 50
Cooldown: 15

Track
Tracks an enemy hero for 30 seconds or until it dies. Allied units near the tracked target gain 20% movement speed increase. If the target dies, Bounty Hunter gets bonus gold.
Level 1 - 75 extra gold, reduces target's armor by 1.
Level 2 - 150 extra gold, reduces target's armor by 3.
Level 3 - 225 extra gold, reduces target's armor by 5.
Mana Cost: 70/60/50
Cooldown: 10/7/5 Seconds
Bounty Hunter will get the bonus gold if the target dies while the spell is still active, regardless of how it dies.
Grants 50/100/150 bonus gold to all allies (except bounty hunter himself) being affected by the track aura when the target dies
Track bonus gold is treated as reliable gold
Gives True Sight of the target.
Tracked targets have a visual effect above their heads that is only visible to Bounty Hunter's allies.
Casting range: 900/1050/1200
Movement Speed Area of Effect: 900
-Bounty will tell you the total gold gained from Track

Gameplay

Early Game / Laning Phase (LVL 1-6)
Buy your starter items, go in a lane (preferably the longer lane; bottom for Sentinel, top for Scourge). Hopefully you went into the lane with a competent ranged partner, a baby sitter would be icing on top of the cake but is really not necessary. Your main objective is very simple, last hit and deny as much as possible and don't push the creep line to far, if that happens go pull some creeps (you went to long lane right?). Hopefully by the end of the laning phase you were able to complete your Threads/Phase Boots and started working on your Deso.

Laning with a Ranged Hero

Laning against 2 Meele Hero:
This is the best possible scenario for your laning phase, you should play aggressively and harass them if they get close to your creeps. Hopefully your partner is competent enough to harass the enemy from afar.

Laning against 1 Meele Hero and 1 Ranged Hero:
You and the enemy are on even grounds now, you and the opposing Meele Hero is gonna take the heat from the harassment of the respective opposing Ranged Hero. If you are good enough with your last hit and don't need your Jinada, you can always use it to harass your Meele opponent.

Laning against 2 Ranged Hero:
At this point, if the opponent is competent enough you will be forced to play passively as you are the easiest target for harassment. Always agro creeps by right clicking a enemy hero and moving backward so the enemy creep will attack your ranged creep while you can safely last hit some creeps.

Laning with a Meele Hero

Laning against 2 Meele Hero:
You and the enemy are on even grounds, its very likely that for hero will be cramped between the meele creep line. Not much to do here but try to last hit, deny, harass when the chance arrives and don't push your creep line too far.

Laning against 1 Meele Hero and 1 Ranged Hero:
It's painful to be harassed, so it's much better to play safe and waiting for the right time to last hit and agro creeps so you can last hit easier. Let your lane partner take the harassment, its not nice, but better him than you, chances are he's less fragile than you.

Laning against 2 Ranged Heroes:
This pair-up is going to rather hard, chances are you are going to get harassed a lot. They are going to deny creeps and it's going to be rather hard for you to last hit. The silver lining is that hopefully the ranged enemies were stupid enough to push the creep line to the tower so you can last hit easier and level up faster.

Ganking Etiquette:

Scout a target, preferably a lone wolf without an escape mechanism that decided it would be a wise decision to farm a lane while the enemy's heroes is missing.

Wind Walk next to your target, if you went ganking with disablers, let the disablers throw their disables at the target. Next, you break your invisibility with a devastating Jinada, track the target. His life should be fairly low now so keep attacking him and when the time is right use Shuriken Toss for an easy kill. *Note: It's advisable to let your Wind Walk finish its cooldown or almost finishes its cooldown before breaking invisibility because sometimes you might get counter ganked and you have to save yourself.*

Pros/Cons

Pros:
[+] Nice base movement speed,which is 315
[+] auto gem(Track).
[+] Above average sight vision during night(1000).
[+] mini-stun that can stop teleport scrolls(Shuriken Toss).
[+] extra gold,increased movement speed and able to lower armor
and you won't get scolded(Shuriken Toss)
[+] does not depend on items to earn money
[+] Good escape mechanism(Windwalk)

Cons:
[-] Tends to run out of mana.
[-] soft.
[-] No AoE so he can only kill one at a time.
[-] He's ugly.
[-] Relies on ambush if he is not fat.

Credits

A thank you to DOTAfire

And a thanks to everyone who enjoyed my guide


-Pikines

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